• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:47
CEST 01:47
KST 08:47
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins Maestros of the Game 239ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
BSL Season 22 Full Overview & Conclusion6BSL Season 22 Full Overview & Conclusion6Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon445.0.16 Hotfix (June 30) - Balance + Bug Fixes40
StarCraft 2
General
Serral wins Maestros of the Game 2 What is your PC setup in 2026 for SCBW/SC2 ? Most successful SC2 players of Q2 2026 MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon Is the larve respawn broken?
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event GSL CK #5 Race War HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10 Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 534 Burning Evacuation Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family
Brood War
General
Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) BGH Auto Balance -> http://bghmmr.eu/ ASL22 General Discussion BSL Season 22 Full Overview & Conclusion FlaSh: This Will Be My Final ASL【ASL S21 Ro.16】
Tourneys
[ASL22] Wildcard Qualifier [Megathread] Daily Proleagues IPSL Spring 2026 Top 4! CSLAN 4 is Coming!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Summer Games Done Quick 2026! Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4475 users

BW Selection Cap in SC2?

Blogs > CecilSunkure
Post a Reply
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-05-24 02:43:28
May 24 2011 02:35 GMT
#1
I recently wrote a long article about improving your play here: X

In it is a couple definitions you gotta understand before reading the rest of the blog:
  • Micro - Micro is defined to be the orders given to any individual unit (or moving building) during gameplay. This includes walking commands, as well as attack, patrol, hold position, and any spells cast or abilities initiated.
  • Macro - Building, constructing, or queueing the correct things at the correct times and in the correct locations.
  • Mechanics - The ability the player has to translate what they want to happen in the game into the necessary actions via user-interface.

Back in Brood War there was a selection cap of 12 units. This alongside with the much more clunky unit pathing resulted in a much higher level of refined mechanics to simply move your army around, when compared with army movement tasks in SC2. In SC2 you box over or CTRL/Shift click your units then a move them in it's simplest form. In brood war you had to bind every group of 12 units to a unique control group, then a-click for each individual one for every single time you want to attack-move your army. Lots of players would spam 4a5a6a7a8a or something similar before game to warmup for that task. On top of all this in Brood War you also had to have, for instance, only your templar selected to cast spells, where in SC2 you can select lots of types of units and still have the ability to cast spells.

Due to the necessity of much more refined mechanics to play Brood War at a decently interesting level, you had a lot of players developing their mechanics much farther than the vast majority of where SC2 players currently lay with their mechanic's level of refinement. This makes intentionally improving mechanics a lot harder, as players now have to choose to improve them on their own rather than having the game force them into doing so.

The lower mechanics level requirement allows for much more interesting play to arise from much less skilled players in SC2 when compared to Brood War, thusly appealing to a much wider audience of players resulting in more revenue generated. The current state of SC2 also provides little incentive for players to improve their mechanics at all up until the professional level.

Though, what if I want to improve my mechanics in that I control my army with multiple control groups? If you can control your army in SC2 with multiple control groups you have a major advantage over 99% of players on the North American server. Although at best I simply use three different control groups for my main army, 2 other for warp prisms and one for an observer. Idea: what do you think about having a switch in your options menu that allows you to enable a custom selection cap? What if I could input into a text field a selection cap of my desired value (which would be 12 in this example), so that I can only select 12 units at a particular time? What this would do is force you to control your army in multiple control groups, thus allowing you to easily gain familiarity with moving your hand about the numbers 1-0 fluidly.

The reason having a customizeable value is superior to SC2's current state is that you wouldn't have to worry about how many units you box over, as you'll only select 12. If you wanted to try this sort of exercise out right now, then in-game you'd have to focus on selecting small amounts of units instead of playing, and I don't think it would really benefit the player much.

Note: Additionally it would be nice to have two different text fields, one for building selection cap and one for unit selection cap.

And lastly, I don't know about you all, but it would be ridiculously nostalgic having an optional 12 unit selection cap. Nostalgia points ftw

***
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
May 24 2011 02:42 GMT
#2
Very intriguing idea. It would be awesome for Blizzard to implement this idea, though they're plate is full of other problems to fix. However, perhaps a bored programmer on a slow day could implement this idea a few years from now after the other issues are fixed.

I know that the SC2BW mod/maps have options to turn on a 12 unit selection limit and to turn off MBS, though B.net 2.0's forced latency make these options a bit cumbersome to use in multiplayer due to the scripting being a bit sluggish due to the latency.
ㅇㅅㅌㅅ
igLeX
Profile Blog Joined January 2010
Canada140 Posts
May 24 2011 03:22 GMT
#3
It would be a nice idea, more customization is always nice! However as eviltomahawk said I'm pretty sure Blizzard is working on other larger tasks at the moment, so I wouldn't hold my breath. As for nostalgia points, go play SC2 BW :D You can have your limited unit selection AND no mbs, auto mine, etc. It's a sick map actually haha
Immaterial
Profile Blog Joined September 2010
Canada510 Posts
May 24 2011 04:20 GMT
#4
Very interesting post and cool idea. I would guess that very few players would opt to limit their control group size in ladder/tournament matches, but it would be a good idea for practice. I am one of those players who is afflicted with one control group syndrome and something like this could certainly help remedy that.
It is the mark of an educated mind to be able to entertain a thought without accepting it.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 13 2011 20:37 GMT
#5
I want to bump this one time, as I think it was lost pretty quickly without many people taking a look. I'm pretty interested in hearing other peoples' thoughts about this idea, and would be a little disappointed if I miss out on some replies because I got unlucky with having it buried in the thread listing.
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
June 15 2011 07:09 GMT
#6
I like this idea a lot, however I think you'd have more luck attempting to have it implemented in the form of a custom map solely for training purposes, rather than actually incorporated into the game itself.

The SC2:BW maps have a selection limit of 12, I'm sure it couldn't be too much of a step further to have that 12 limit be customisable.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
Tegin
Profile Joined November 2010
United States840 Posts
June 15 2011 07:34 GMT
#7
I'd hate to see this implemented honestly. I can see in custom games such as the BW maps TL has shown on TL Attack but to change the game like that would be a disaster for me. The game is so much harder when your limited on how many units you can select and ultimately it would be a huge downfall for me and almost all players who didn't play BW.
Pain is weakness leaving the body.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
June 15 2011 07:40 GMT
#8
On June 15 2011 16:34 Tegin wrote:
I'd hate to see this implemented honestly. I can see in custom games such as the BW maps TL has shown on TL Attack but to change the game like that would be a disaster for me. The game is so much harder when your limited on how many units you can select and ultimately it would be a huge downfall for me and almost all players who didn't play BW.

don't read thread. make post anyway.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Trufflez
Profile Blog Joined January 2011
Australia174 Posts
June 15 2011 07:44 GMT
#9
That's how i practice mechanics to be honest. I just play a couple of games of BW on the abyss. it helps a shit tonne with micro too. I think you should just make yourself only grab like 20 units at a time and have like 4 hotkeys for your army

even just 1a 2a 3a can help you win battles because you flank a lot more and better. you bomb if you want, and get better concaves faster.
The winnings in life go to the people who show up.
drooL
Profile Blog Joined May 2010
United Kingdom2108 Posts
June 15 2011 11:09 GMT
#10
i like the idea but blizzard won't implement that. but there could be custom maps having that - sc2bw has it in and if you would talk to the sc2bw creator he could probably put the "no-mbs" and the "12-unit-cap" on regular sc2 maps.
@nowSimon
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 21 2011 06:45 GMT
#11
I do agree it would be easier to just create a custom map for this feature, though that defeats the purpose of being able to implement in areas such as ladder or on other 1v1 maps created. I fully understand that this is highly unlikely to be implemented since there are so many other things that are higher priority, but I still believe that it would be lovely indeed to have.
susySquark
Profile Blog Joined May 2010
United States1692 Posts
June 21 2011 08:43 GMT
#12
I kind of agree with you cecil. I've found that flanks and unit postioning in SC2 just feel much less refined and just plain less used because of the ease of boxing your units and going. If you used 3-4 hotkeys for a zerg army, flanks would seem more nautral, and getting a larger concave would be almost second nature, since if you were controlling your army with that many groups, it would move as a wave, and not a glob.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
June 21 2011 08:46 GMT
#13
I've never understood the viewpoint of some people that the game should just be about strategy and not actual speed or mechanics...

look at at game like counter-strike... you can have the best strategy in the world but if you aren't good at aiming you're going to lose...

mechanics are important... wish people would realize that
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 21 2011 16:31 GMT
#14
On June 21 2011 17:46 -orb- wrote:
I've never understood the viewpoint of some people that the game should just be about strategy and not actual speed or mechanics...

look at at game like counter-strike... you can have the best strategy in the world but if you aren't good at aiming you're going to lose...

mechanics are important... wish people would realize that

I think as time progresses it will become easier for people with solid mechanics to be able to shine through those without. For now since everything is new and all people with good strategies or good strategic decisions will be able to take a lot of games off of the more solid players.

On June 21 2011 17:43 susySquark wrote:
I kind of agree with you cecil. I've found that flanks and unit postioning in SC2 just feel much less refined and just plain less used because of the ease of boxing your units and going. If you used 3-4 hotkeys for a zerg army, flanks would seem more nautral, and getting a larger concave would be almost second nature, since if you were controlling your army with that many groups, it would move as a wave, and not a glob.

Yeah, I agree with that as well. Especially if you factor in the differences in unit pathing. Really I don't think it would be a problem if I could figure out how to use superior mechanics to gain a larger advantage over people who can't even have 3 army groups. Lately I've been using warp prisms late game a whole lot, and using DTs during the mid-game, and that seems to be working really well. It will just take some time.
ftm
Profile Joined August 2013
Australia47 Posts
August 20 2013 00:54 GMT
#15
I agree with this wholeheartedly. More hotkeys, boxing and selection is really really fun. I don't think the ability to have your entire army on one key really fits with the theme of starcraft, or even RTS in general.

I need help people, I'm trying to change the control group limit in the sc2 editor down to 24 units per control group. I've been going through blizzard and independent forums on how to do this, but they're not too helpful.

Does anyone know? Or know someone who does? Thanks.
"Hell...ain't a man of 'em could catch you on a vulture Jimmy"
Please log in or register to reply.
Live Events Refresh
Next event in 13m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 195
Ketroc 48
StarCraft: Brood War
GuemChi 2977
Rain 1139
IntoTheRainbow 9
Dota 2
NeuroSwarm118
Counter-Strike
summit1g12286
minikerr27
Other Games
tarik_tv4534
Liquid`RaSZi1419
Maynarde19
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 62
• musti20045 25
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 36
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21885
Other Games
• imaqtpie1682
Upcoming Events
OSC
13m
GSL
11h 13m
Monday Night Weeklies
16h 13m
Replay Cast
1d
WardiTV Weekly
1d 11h
The PondCast
2 days
Replay Cast
3 days
CrankTV Team League
3 days
Replay Cast
4 days
CrankTV Team League
4 days
[ Show More ]
Replay Cast
5 days
RSL Revival
5 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
5 days
RSL Revival
6 days
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

ASL Season 22: Wild Card Qualifier
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Eternal Conflict S2 E2
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.